Microsoft's Gaming Revenue Grows due to Xbox Live, Digital and Strong Game Lineup

Microsoft announced its financial results for the third quarter of fiscal year 2017, including details about the Xbox business.

April 27, 2017

Microsoft announced today its financial results for the third quarter of fiscal year 2017, ended on March 31st.

The company announced numbers in the black for the whole corporation, as you can see in the summary below.

  • Revenue was $22.1 billion GAAP, and $23.6 billion non-GAAP
  • Operating income was $5.6 billion GAAP, and $7.1 billion non-GAAP
  • Net income was $4.8 billion GAAP, and $5.7 billion non-GAAP
  • Diluted earnings per share was $0.61 GAAP, and $0.73 non-GAAP

Results for the “More Personal Computing” segment, which includes gaming, were also disclosed, with the mention that  gaming revenue increased 4% year-on-year driven by Xbox Live. Active users were 52 millions during the quarter, showing a slight but natural decline from the 55 million users during the Holiday quarter. That being said, they grew 13% year-on-year across Xbox, Windows 10 and mobile platforms.

Software and services revenue grew by 7% year-on-year driven by digital distribution and a “strong game line-up.” No mention was made of hardware, probably meaning that the year-on-year fluctuation wasn’t noteworthy.

If you want to compare today’s results with those of the previous quarter (from October 1st, 2016 to December 31st), you can find those here.

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Giuseppe Nelva

Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.

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